Literature DB >> 25229027

Effectiveness of commercial gaming-based virtual reality movement therapy on functional recovery of upper extremity in subacute stroke patients.

Jun Hwan Choi1, Eun Young Han1, Bo Ryun Kim1, Sun Mi Kim1, Sang Hee Im2, So Young Lee1, Chul Woong Hyun1.   

Abstract

OBJECTIVE: To investigate the effectiveness of commercial gaming-based virtual reality (VR) therapy on the recovery of paretic upper extremity in subacute stroke patients.
METHODS: Twenty patients with the first-onset subacute stroke were enrolled and randomly assigned to the case group (n=10) and the control group (n=10). Primary outcome was measured by the upper limb score through the Fugl-Meyer Assessment (FMA-UL) for the motor function of both upper extremities. Secondary outcomes were assessed for motor function of both upper extremities including manual function test (MFT), box and block test (BBT), grip strength, evaluated for activities of daily living (Korean version of Modified Barthel Index [K-MBI]), and cognitive functions (Korean version of the Mini-Mental State Examination [K-MMSE] and continuous performance test [CPT]). The case group received commercial gaming-based VR therapy using Wii (Nintendo, Tokyo, Japan), and the control group received conventional occupational therapy (OT) for 30 minutes a day during the period of 4 weeks. All patients were evaluated before and after the 4-week intervention.
RESULTS: There were no significant differences in the baseline between the two groups. After 4 weeks, both groups showed significant improvement in the FMA-UL, MFT, BBT, K-MBI, K-MMSE, and correct detection of auditory CPT. However, grip strength was improved significantly only in the case group. There were no significant intergroup differences before and after the treatment.
CONCLUSION: These findings suggested that the commercial gaming-based VR therapy was as effective as conventional OT on the recovery of upper extremity motor and daily living function in subacute stroke patients.

Entities:  

Keywords:  Activities of daily living; Attention; Paresis; Stroke; Virtual reality exposure therapy

Year:  2014        PMID: 25229027      PMCID: PMC4163588          DOI: 10.5535/arm.2014.38.4.485

Source DB:  PubMed          Journal:  Ann Rehabil Med        ISSN: 2234-0645


  31 in total

1.  Virtual reality-augmented rehabilitation for patients following stroke.

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Journal:  Phys Ther       Date:  2002-09

2.  Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: a pilot randomized clinical trial and proof of principle.

Authors:  Gustavo Saposnik; Robert Teasell; Muhammad Mamdani; Judith Hall; William McIlroy; Donna Cheung; Kevin E Thorpe; Leonardo G Cohen; Mark Bayley
Journal:  Stroke       Date:  2010-05-27       Impact factor: 7.914

Review 3.  Virtual reality in stroke rehabilitation: a systematic review of its effectiveness for upper limb motor recovery.

Authors:  Amy Henderson; Nicol Korner-Bitensky; Mindy Levin
Journal:  Top Stroke Rehabil       Date:  2007 Mar-Apr       Impact factor: 2.119

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Journal:  J Exp Psychol       Date:  1972-03

5.  A pilot study of attention deficits, balance control and falls in the subacute stage following stroke.

Authors:  T Stapleton; A Ashburn; E Stack
Journal:  Clin Rehabil       Date:  2001-08       Impact factor: 3.477

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7.  Reliability of the Fugl-Meyer assessment for testing motor performance in patients following stroke.

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Journal:  Phys Ther       Date:  1993-07

Review 8.  Training and exercise to drive poststroke recovery.

Authors:  Bruce H Dobkin
Journal:  Nat Clin Pract Neurol       Date:  2008-02

9.  Effect of virtual reality on cognition in stroke patients.

Authors:  Bo Ryun Kim; Min Ho Chun; Lee Suk Kim; Ji Young Park
Journal:  Ann Rehabil Med       Date:  2011-08-31

10.  Energy expenditure in chronic stroke patients playing Wii Sports: a pilot study.

Authors:  Henri L Hurkmans; Gerard M Ribbers; Marjolein F Streur-Kranenburg; Henk J Stam; Rita J van den Berg-Emons
Journal:  J Neuroeng Rehabil       Date:  2011-07-14       Impact factor: 4.262

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  15 in total

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Authors:  David Beckwée; Lotte Cuypers; Nina Lefeber; Emma De Keersmaecker; Ellen Scheys; Wout Van Hees; Stany Perkisas; Sylvie De Raedt; Eric Kerckhofs; Ivan Bautmans; Eva Swinnen
Journal:  J Rehabil Med       Date:  2022-10-04       Impact factor: 3.959

2.  Upper limb muscle activation during sports video gaming of persons with spinal cord injury.

Authors:  Jeffrey P Jaramillo; M Elise Johanson; B Jenny Kiratli
Journal:  J Spinal Cord Med       Date:  2018-04-04       Impact factor: 1.985

3.  A study on the effect of self bedside exercise program on resilience and activities of daily living for patients with hemiplegia.

Authors:  Yang-Chool Lee; Eun-Surk Yi; Won-Ho Choi; Byung-Mun Lee; Sung-Bo Cho; Ji-Youn Kim
Journal:  J Exerc Rehabil       Date:  2015-02-28

4.  Coaching or gaming? Implications of strategy choice for home based stroke rehabilitation.

Authors:  Mónica S Cameirão; Asim Smailagic; Guangyao Miao; Dan P Siewiorek
Journal:  J Neuroeng Rehabil       Date:  2016-02-27       Impact factor: 4.262

Review 5.  Mapping Behavioral Health Serious Game Interventions for Adults With Chronic Illness: Scoping Review.

Authors:  Teresa Hagan Thomas; Varshini Sivakumar; Dmitriy Babichenko; Victoria L B Grieve; Mary Lou Klem
Journal:  JMIR Serious Games       Date:  2020-07-30       Impact factor: 4.143

6.  The Impact of Rehabilitation-oriented Virtual Reality Device in Patients With Ischemic Stroke in the Early Subacute Recovery Phase: Study Protocol for a Phase III, Single-Blinded, Randomized, Controlled Clinical Trial.

Authors:  Nima Ahmed; Vitor A Queiroz Mauad; Olga Gomez-Rojas; Ammu Sushea; Gelanys Castro-Tejada; Janet Michel; Juan Manuel Liñares; Loise Pedrosa Salles; Ludmilla Candido Santos; Ming Shan; Rami Nassir; Raul Montañez-Valverde; Ronaldo Fabiano; Sofia Danyi; Seyed Hassan Hosseyni; Seerat Anand; Usman Ahmad; William Augusto Casteleins; Alma Tamara Sanchez; Ahmed Fouad; Alvaro Jacome; Mariana Sanali Moura de Oliveira Paiva; Ana Gabriela Saavedra Ruiz; Rubens A Grochowski; Mayumi Toyama; Hibatalla Nagi; Marcella Zanini Sarvodelli; Alexandra Halalau
Journal:  J Cent Nerv Syst Dis       Date:  2020-01-21

7.  Evaluating the effect of immersive virtual reality technology on gait rehabilitation in stroke patients: a study protocol for a randomized controlled trial.

Authors:  Huihui Cai; Tao Lin; Lina Chen; Huidan Weng; Ruihan Zhu; Ying Chen; Guoen Cai
Journal:  Trials       Date:  2021-01-25       Impact factor: 2.279

8.  The effects of game-based virtual reality movement therapy plus mental practice on upper extremity function in chronic stroke patients with hemiparesis: a randomized controlled trial.

Authors:  Jin-Hyuck Park; Ji-Hyuk Park
Journal:  J Phys Ther Sci       Date:  2016-03-31

9.  Cerebral Reorganization in Subacute Stroke Survivors after Virtual Reality-Based Training: A Preliminary Study.

Authors:  Xiang Xiao; Qiang Lin; Wai-Leung Lo; Yu-Rong Mao; Xin-Chong Shi; Ryan S Cates; Shu-Feng Zhou; Dong-Feng Huang; Le Li
Journal:  Behav Neurol       Date:  2017-06-28       Impact factor: 3.342

10.  What do randomized controlled trials say about virtual rehabilitation in stroke? A systematic literature review and meta-analysis of upper-limb and cognitive outcomes.

Authors:  Anna Aminov; Jeffrey M Rogers; Sandy Middleton; Karen Caeyenberghs; Peter H Wilson
Journal:  J Neuroeng Rehabil       Date:  2018-03-27       Impact factor: 4.262

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